Modules are items that allow the laser rifle to be customised, from damage to color to the rifle cool down.
Any errors or issues with the modules?¶
Please let me know by clicking here to submit an issue.
Want a new module?¶
NOTE: I may not add the module, but I probably will.
- Create a pull request with the new module implemented (the texture does not have to be added at this point)
- Create a new issues that says what should be added, remember to add the idea label
- Base Modules
- Capacitor Module
- Coolant Module
- Lens Module
- Phaser Module
- Overclock Module
- Explosion Module
- Igniter Module
Each Module can stack up to 16, and will change the rifle’s statistics depending on which ones are added. See each module for more information.
The capacitor module allows the rifle to hold more power capacity, however it also increases power usage slightly.
This module will decrease the cool down time that it takes to fire a new laser but will also in some case reduce the power usage. Almost like an overclocker.
This module allows the laser to change color. This feature does and does not work currently and so this item can only be spawned in.
This module changes the amount of damage that is given to an entity when hit. Without this module the laser will do no damage no matter what the formula says.
This module makes other modules more powerful with the cost of using more power when used.
This module allows the laser to create an explosion when the it hits either a block or an entity. If no explosion modules are present then it will not create an explosion no matter of what the formula says.
This module sets the block/entity hit on fire
The below formulas are what the mod will be using in the next release. These are subject to change!
1000RF + (150RF x number of capacitors)
Maximum energy receive¶
maxReceive = 50RF x tier of rifle maxReceive += 10 x number of capacitors
usage = 50RF usage += 15RF x number of explosion modules usage += 7RF x number of igniter modules usage += 50RF x number of overclockers usage += 5RF x number of phaser modules
damage = 1 x number of phaser modules damage += 0.75 x number of overclockers damage -= 0.2 x number of coolant modules
strength = 1 x number of explosion modules strength += 0.5 x number of overclockers
time = number of igniter modules time += 0.75 x number of overclockers time -= 0.2 x times number of coolant modules
cooldown = 100 cooldown += 10 x number of overclockers cooldown += 10 x number of phaser modules cooldown += 10 x number of igniter modules cooldown -= 25 x number of coolant modules
The cooldown is updated once per tick with the following formula
cooldown -= 1 cooldown -= (number of coolant modules / 2) if player is wet (rain or in water) then cooldown -= 2 endif
This section is still in development